It was the strangest thing. Nobody saw it coming--Nobody could have. Things were looking up, finally; no impending threat of invasion, no otherworldly tempests or quickly spreading rot of the soul. Crime shrank until naught but petty thievery and infractions amounting to littering the streets occurred any more. There was peace. Peace, that did not come and go like so many others had. It lasted for years and decades, veterans of war and adventurers of old now but elders and caretakers, entertaining their young with regalings of their adventures and exploits. Harsh necessity became a thing of the past, and the world prospered.
Then it happened.
The disaster had many different names. Some called it the "Fall of Incarnam", others referred to it by "The Shattering of Aetherius". Regardless of its name, the result was the same: Magic stopped working altogether.
The initial results themselves were disastrous. Many an airship carrying not only supplies, but a great many passengers, crashed into mainland and the vast sea. Those in the midst of using instantaneous transport were either horribly deformed or injured, or were never seen again. Hospitals dependent upon Magic-based technologies suffered heavy losses, and those in use of magical prosthetics experienced an immediate crutch. The mass-receding of magical energies had an immediate effect on magically attuned flora and fauna, and even those elderly who used magic as a means to prolong their mortal lives as to pass down their accumulated knowledge: they died--more accurately, they disintegrated. Witness accounts of the events themselves depict a gradual graying of those affected, before they eventually collapsed into piles of ashen dust.
Other effects of the Receding were more gradual, a steady stagnation and corruption of the environment that slowly came to encompass anything, and everything. Storms slowly increased in frequency until there were no calm seas or clear skies, all swallowed in the cavernous mouths of hurricane and eddy alike. The only region unaffected by the ravaging weather: The Island nations within the nearest vicinity of Astrub. These five nations, though faced with the newfound impossibility of Magic, survived. Industrialization took hold, and purely mechanical invention began its ascent into the limelight.
In time, magic was forgotten--as was anything beyond the bounds of the ominous grey walls that circled the eye of the storm, forever reminding those inside of their powerlessness in the grand scheme of things.
Time passed, life went on. Magic and the Fey were relegated to the stuff of folklore and legend, never to be seen or heard from ...
Until now.
Youths, select youths, differentiated not by class or race or talent, but by something
else, something mysterious, something unknown, begin to experience a resurgence in magic. Bound together by the unbreakable tether of fate, they are destined to reach beyond the foreboding curtain and discover what it is that brought disaster upon them all those years ago.
RULES1. IC is for posts
only. Speculation, discussion, and other conversation are to remain in the OOC section.
2. When roleplaying, there will be a set order in which we post--speed-posting is not allowed. Any unsanctioned posts out of order will be rewarded with a slap on the wrist, and the deletion of the post.
3. When it is someone's turn, they have three days to make their post. If it is not made within that (generous) time frame, and there has been no extenuating circumstance provided, they'll be skipped and written out of the current setting. If this happens frequently, then the character in question will be permanently removed, and the roleplayer in charge of them will be banned.
4. On average, posts should be about a thousand words. More or less is acceptable, but please refrain from posting anything less than three paragraphs.
5. Before posting, you must submit a character sheet into the OOC, and it must be approved before you can start posting.
CHARACTER GUIDELINESName: Something fitting for a fantasy environment, please.
Age: No greater than twenty, and no younger than fourteen.
Race: Most mythical races are approved, so long as they fit within the scope of all things Wakfu/Dofus--that is to say, most sentient humanoids. Don't be afraid to step outside of the norm, but try to contact me for approval if you feel it's especially
out there.
Class: Again, most everything within the scope of Wakfu/Dofus is approved, however, I will ask that there be no duplicates of classes, at least in the beginning, for the sake of diversity. Also keep in mind that the class is the path in which their abilities will develop--not what abilities they currently have.
Physical Appearance: A standard outline of how your character looks, dresses, etc, on a daily basis. Pictures aren't required, but they are nice.
Nation: Which nation they're officially citizens of, whether that be
Brakmar is, by far, the most industrialized of the four nations surrounding the neutral land mass of Astrub. The Nations' colors are black and red, and its sigil is that of two Bat Wings on either side of a blade. Due to extremely large deposits of heavy and precious metals, rare ores, and otherwise valuable finds, Brakmar supplies the majority of the Astrub System's raw materials. It towers above the others as a symbol of might and power, and is one of the most populous nations to date.
Bonta is the second largest nation of the four surrounding Astrub. Its colours are Blue and White, and its Sigil is that of a large tree. Of the four, it is considered the 'holy city', and prides itself on both its piety, righteous nature, as well as the quality of the wood that comes from its wide-spanning forests. Of the four nations surrounding Astrub, it is the least developed in a technological sense, as those that reside there felt the preservation and continued reproduction of the gigantic trees there were more important than technological marvel.
Amakna is, of the four nations surrounding Astrub, somewhat of an oddity in that it is almost entirely Pleasure Domain. The delicacies from Amakna were famous worldwide prior to the disaster and, since the bizarre happenings that defined life to come, they've done their damndest to keep that spirit of good cheer going. Their national colours are Orange and Black, and their sigil is that of a Royal Gobball.
or
Sufokia's colors are white and purple, their sigil an Octopus. Sufokia is famous for its fishermen, and it exports a large amount of seafood. A relatively simple folk, the denizens of Sufokia don't care much for anything but life on the open sea, as well as a good fishint trip.
Occupation: What it is they do for a living: from training to be a guard, to a smithy, picking pockets, or even just freeloading.
Sample History: A brief overview of your characters life up to the point where we're playing.
Anything Else: Is completely optional, but, as with the images provided for a character's appearance, more is always good.
SETTINGWhere you start is completely up to you. Be it your home nation or some neighbouring body, you must, however, be within the confines of the Astrub system of Islands. Far advanced from the days when magic was an accessible resource, cog-and-clockwork machinery has supplanted many natural structures, and the only far-stretching areas of green that remain are on the central Island of Astrub--as well as some plateaus resting beneath the higher levels of the four surrounding Nations.
In Layman's Terms, the setting in which you begin this adventure is very much 'steampunk', dedicated to consolidated life within the eye of the storm. No resources have, as of yet, been dedicated to attempting to branch out past the tunnel of stormclouds that obscures everything outside of Astrub, as all forays past the wall--formal or not, have ended in the same way: Failure to return by the parties sent. Hope still remains for some, but has all but flagged for others--needless to say it is a pointlessly dangerous idea, held in such a light by anyone with half of a brain rolling around in their skull. Not to say that there aren't those brave (or stupid) enough to launch expeditions yet, but they're in much fewer number than they once were.
You have little to no inkling that magical powers manifest in or around you, as of yet--although, you may have been host to some particularly perplexing problems or phenomena, such as being able to cultivate plants extremely more effectively as of late, or sparking small fires around the forge where you know that embers haven't landed. It may be something as harmless and curious as accidentally cutting yourself, only to discover that you have no wound, or something incredibly detrimental, such as accidentally burning down an entire building.